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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.33 by root, Sun Dec 31 18:10:40 2006 UTC vs.
Revision 1.40 by root, Thu Jan 18 19:32:37 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* 25/*
25 * General convenience functions for crossfire. 26 * General convenience functions for crossfire.
26 */ 27 */
28
29#include <cstdlib>
30#include <sys/types.h>
31#include <unistd.h>
32#include <sys/time.h>
33#include <time.h>
34#include <signal.h>
27 35
28#include <global.h> 36#include <global.h>
29#include <funcpoint.h> 37#include <funcpoint.h>
30#include <material.h> 38#include <material.h>
31 39
32#include <sys/time.h>
33#include <time.h>
34#include <glib.h> 40#include <glib.h>
41
42rand_gen rndm (time (0));
43
44tausworthe_random_generator::tausworthe_random_generator (uint32_t seed)
45{
46 state [0] = max ( 2, seed * 69069U);
47 state [1] = max ( 8, state [0] * 69069U);
48 state [2] = max ( 16, state [1] * 69069U);
49 state [3] = max (128, state [2] * 69069U);
50
51 for (int i = 11; --i; )
52 operator ()();
53}
54
55uint32_t
56tausworthe_random_generator::next ()
57{
58 state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U);
59 state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U);
60 state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U);
61 state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U);
62
63 return state [0] ^ state [1] ^ state [2] ^ state [3];
64}
35 65
36/* 66/*
37 * The random functions here take luck into account when rolling random 67 * The random functions here take luck into account when rolling random
38 * dice or numbers. This function has less of an impact the larger the 68 * dice or numbers. This function has less of an impact the larger the
39 * difference becomes in the random numbers. IE, the effect is lessened 69 * difference becomes in the random numbers. IE, the effect is lessened
46 * Roll a random number between min and max. Uses op to determine luck, 76 * Roll a random number between min and max. Uses op to determine luck,
47 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. 77 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
48 * Generally, op should be the player/caster/hitter requesting the roll, 78 * Generally, op should be the player/caster/hitter requesting the roll,
49 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 79 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
50 */ 80 */
51
52int 81int
53random_roll (int min, int max, const object *op, int goodbad) 82random_roll (int min, int max, const object *op, int goodbad)
54{ 83{
55 int omin, diff, luck, base, ran; 84 int omin, diff, luck, base, ran;
56 85
176 } 205 }
177 } 206 }
178 return (total); 207 return (total);
179} 208}
180 209
181/*
182 * Another convenience function. Returns a number between min and max.
183 * It is suggested one use these functions rather than RANDOM()%, as it
184 * would appear that a number of off-by-one-errors exist due to improper
185 * use of %. This should also prevent SIGFPE.
186 */
187
188int
189rndm (int min, int max)
190{
191 int diff;
192
193 diff = max - min + 1;
194 if (max < 1 || diff < 1)
195 return (min);
196
197 return (RANDOM () % diff + min);
198}
199
200/* decay and destroy perishable items in a map */ 210/* decay and destroy perishable items in a map */
201void 211void
202maptile::decay_objects () 212maptile::decay_objects ()
203{ 213{
204 int x, y, destroy; 214 if (!spaces)
205 object *op, *otmp; 215 return;
206 216
207 for (x = 0; x < width; x++) 217 for (mapspace *ms = spaces + size (); ms-- > spaces; )
208 for (y = 0; y < height; y++) 218 for (object *above, *op = ms->bot; op; op = above)
209 for (op = at (x, y).bot; op; op = otmp)
210 { 219 {
220 above = op->above;
221
211 destroy = 0; 222 bool destroy = 0;
212 otmp = op->above;
213 223
224 // do not decay anything above unique floor tiles (yet :)
214 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 225 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
215 break; 226 break;
216 227
217 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 228 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
218 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 229 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
219 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) 230 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
220 || QUERY_FLAG (op, FLAG_UNIQUE) 231 || QUERY_FLAG (op, FLAG_UNIQUE)
221 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 232 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
222 || QUERY_FLAG (op, FLAG_UNPAID) 233 || QUERY_FLAG (op, FLAG_UNPAID)
223 || op->is_alive ()) 234 || op->is_alive ())
224 continue; 235 ; // do not decay
225
226 /* otherwise, we decay and destroy */
227 if (op->is_weapon ()) 236 else if (op->is_weapon ())
228 { 237 {
229 op->stats.dam--; 238 op->stats.dam--;
230 if (op->stats.dam < 0) 239 if (op->stats.dam < 0)
231 destroy = 1; 240 destroy = 1;
232 } 241 }
233 else if (op->is_armor ()) 242 else if (op->is_armor ())
234 { 243 {
235 op->stats.ac--; 244 op->stats.ac--;
236 if (op->stats.ac < 0) 245 if (op->stats.ac < 0)
237 destroy = 1; 246 destroy = 1;
238 } 247 }
239 else if (op->type == FOOD) 248 else if (op->type == FOOD)
240 { 249 {
241 op->stats.food -= rndm (5, 20); 250 op->stats.food -= rndm (5, 20);
242 if (op->stats.food < 0) 251 if (op->stats.food < 0)
243 destroy = 1; 252 destroy = 1;
244 } 253 }
245 else 254 else
246 { 255 {
247 if (op->material & M_PAPER || op->material & M_LEATHER || 256 int mat = op->material;
248 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) 257
258 if (mat & M_PAPER
259 || mat & M_LEATHER
260 || mat & M_WOOD
261 || mat & M_ORGANIC
262 || mat & M_CLOTH
263 || mat & M_LIQUID
264 || (mat & M_IRON && rndm (1, 5) == 1)
265 || (mat & M_GLASS && rndm (1, 2) == 1)
266 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
267 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
268 || (mat & M_ICE && temp > 32))
249 destroy = 1; 269 destroy = 1;
250
251 if (op->material & M_IRON && rndm (1, 5) == 1)
252 destroy = 1;
253
254 if (op->material & M_GLASS && rndm (1, 2) == 1)
255 destroy = 1;
256
257 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
258 destroy = 1;
259
260 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
261 destroy = 1;
262
263 if (op->material & M_ICE && temp > 32)
264 destroy = 1;
265 } 270 }
266 271
267 /* adjust overall chance below */ 272 /* adjust overall chance below */
268 if (destroy && rndm (0, 1)) 273 if (destroy && rndm (0, 1))
269 op->destroy (); 274 op->destroy ();
270 } 275 }
271} 276}
272 277
273/* convert materialname to materialtype_t */ 278/* convert materialname to materialtype_t */
274 279
275materialtype_t * 280materialtype_t *
548 return; 553 return;
549} 554}
550 555
551///////////////////////////////////////////////////////////////////////////// 556/////////////////////////////////////////////////////////////////////////////
552 557
558void
559fork_abort (const char *msg)
560{
561 if (!fork ())
562 {
563 signal (SIGABRT, SIG_DFL);
564 abort ();
565 }
566
567 LOG (llevError, "fork abort: %s\n", msg);
568}
569
553void *salloc_ (int n) throw (std::bad_alloc) 570void *salloc_ (int n) throw (std::bad_alloc)
554{ 571{
555 void *ptr = g_slice_alloc (n); 572 void *ptr = g_slice_alloc (n);
556 573
557 if (!ptr) 574 if (!ptr)

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